chore: clean up old commented code
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@@ -1813,41 +1813,6 @@ namespace thermion_filament
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tm.setTransform(transformInstance, newTransform);
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}
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// Log("view matrix %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f",
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// viewMatrix[0][0], viewMatrix[0][1], viewMatrix[0][2], viewMatrix[0][3],
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// viewMatrix[1][0], viewMatrix[1][1], viewMatrix[1][2], viewMatrix[1][3],
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// viewMatrix[2][0], viewMatrix[2][1], viewMatrix[2][2], viewMatrix[2][3],
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// viewMatrix[3][0], viewMatrix[3][1], viewMatrix[3][2], viewMatrix[3][3]);
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// math::float4 worldspace = { 250.0f, 0.0f, 0.0f, 1.0f };
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// math::float4 viewSpace = viewMatrix * worldspace;
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// Log("viewspace %f %f %f %f", viewSpace.x, viewSpace.y, viewSpace.z, viewSpace.w);
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// math::float4 clipSpace = camera.getProjectionMatrix() * viewSpace;
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// Log("clip space %f %f %f %f", clipSpace.x, clipSpace.y, clipSpace.z, clipSpace.w);
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// math::float4 ndc = clipSpace / clipSpace.w;
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// Log("ndc %f %f %f %f", ndc.x, ndc.y, ndc.z, ndc.w);
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// ndc.x = -1.0;
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// // Multiply by inverse view-projection matrix
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// auto inverseProj = inverse(camera.getProjectionMatrix());
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// clipSpace = inverseProj * math::float4 { ndc.x, ndc.y, ndc.z, 1.0f };
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// viewSpace = clipSpace / clipSpace.w;
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// Log("clip space %f %f %f %f", viewSpace.x, viewSpace.y, viewSpace.z, viewSpace.w);
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// auto inverseView = inverse(viewMatrix);
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// worldspace = inverseView * viewSpace;
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// Log("worldspace space %f %f %f %f", worldspace.x, worldspace.y, worldspace.z, worldspace.w);
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// return;
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// Log("viewMatrixRotation %f %f %f %f %f %f %f %f %f",
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// viewMatrixRotation[0][0], viewMatrixRotation[0][1], viewMatrixRotation[0][2],
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// viewMatrixRotation[1][0], viewMatrixRotation[1][1], viewMatrixRotation[1][2],
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// viewMatrixRotation[2][0], viewMatrixRotation[2][1], viewMatrixRotation[2][2]);
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void SceneManager::queueRelativePositionUpdateWorldAxis(EntityId entity, float viewportCoordX, float viewportCoordY, float x, float y, float z)
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{
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auto worldAxis = math::float3{x, y, z};
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@@ -1892,7 +1857,6 @@ void SceneManager::queueRelativePositionUpdateWorldAxis(EntityId entity, float v
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ndcAxis = (camera.getProjectionMatrix() * math::float4(viewMatrix.upperLeft() * perpendicularAxis, 0.0f)).xy;
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Log("Corrected NDC axis %f %f", ndcAxis.x, ndcAxis.y);
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if (std::isnan(ndcAxis.x) || std::isnan(ndcAxis.y)) {
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return;
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}
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@@ -1994,78 +1958,6 @@ void SceneManager::queueRelativePositionUpdateWorldAxis(EntityId entity, float v
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_transformUpdates[entity] = curr;
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}
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// void SceneManager::queuePositionUpdate(EntityId entity, float x, float y, float z, bool relative)
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// {
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// std::lock_guard lock(_mutex);
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// const auto &pos = _transformUpdates.find(entity);
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// if (pos == _transformUpdates.end())
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// {
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// _transformUpdates.emplace(entity, std::make_tuple(math::float3(), true, math::quatf(1.0f), true, 1.0f));
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// }
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// auto curr = _transformUpdates[entity];
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// auto &trans = std::get<0>(curr);
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// const auto &tm = _engine->getTransformManager();
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// auto transformInstance = tm.getInstance(Entity::import(entity));
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// auto transform = tm.getTransform(transformInstance);
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// math::double4 position { 0.0f, 0.0f, 0.0f, 1.0f};
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// math::mat4 worldTransform = tm.getWorldTransformAccurate(transformInstance);
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// position = worldTransform * position;
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// // Get camera's view matrix and its inverse
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// const Camera &camera = _view->getCamera();
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// math::mat4 viewMatrix = camera.getViewMatrix();
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// math::mat4 invViewMatrix = inverse(viewMatrix);
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// // Transform object position to view space
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// math::double4 viewSpacePos = viewMatrix * position;
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// Log("viewSpacePos %f %f %f %f", viewSpacePos.x, viewSpacePos.y, viewSpacePos.z, viewSpacePos.w);
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// // Calculate plane distance from camera
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// float planeDistance = -viewSpacePos.z;
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// const auto &vp = _view->getViewport();
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// // Calculate viewport to world scale at the object's distance
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// float viewportToWorldScale = planeDistance * std::tan(camera.getFieldOfViewInDegrees(Camera::Fov::VERTICAL) * 0.5f * M_PI / 180.0f) * 2.0f / vp.height;
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// // Log("viewportToWorldScale %f", viewportToWorldScale);
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// // Calculate view space delta
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// math::float4 viewSpaceDelta(
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// x * viewportToWorldScale,
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// -y * viewportToWorldScale, // Invert y-axis
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// z * viewportToWorldScale,
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// 0.0f); // Use 0 for the w component as it's a direction, not a position
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// // Log("viewSpaceDelta %f %f %f", viewSpaceDelta.x, viewSpaceDelta.y, viewSpaceDelta.z);
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// // Transform delta to world space
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// math::float4 worldDelta = invViewMatrix * viewSpaceDelta;
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// // Log("worldDelta %f %f %f", worldDelta.x, worldDelta.y, worldDelta.z);
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// if (relative)
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// {
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// trans.x += worldDelta.x;
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// trans.y += worldDelta.y;
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// trans.z += worldDelta.z;
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// }
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// else
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// {
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// trans.x = worldDelta.x;
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// trans.y = worldDelta.y;
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// trans.z = worldDelta.z;
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// }
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// auto &isRelative = std::get<1>(curr);
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// isRelative = relative;
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// _transformUpdates[entity] = curr;
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// }
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void SceneManager::queueRotationUpdate(EntityId entity, float rads, float x, float y, float z, float w, bool relative)
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{
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std::lock_guard lock(_mutex);
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